Musket is unusable

As the topic states, musket is now complete and utter bullshit to use.

I have 1350+ hours played so far and I’ve been a musket user since lvl10.
I realize that people believed the musket to be strong or even too strong in the hands of a good player, but at the current state after the winter patch it is no longer a usable weapon.

Getting stuck in the reload animation (with stamina) without being able to cancelroll out of the animation is by far the worst thing to happen to the musket out of all the changes - I end up spamming the roll button to get it to react and when doing so makes me use more stamina due to getting a double roll or even a tripple roll and then aiming down sight and having to wait that 2-3 millisecond before the shot goes off is also one of the most stupid decisions to balancing I have ever seen. It just makes it feel like I’m lagging every single time even tho my connection to the server is 20ms.

I’ve stayed positive and tried to keep my companymembers and my entire server positive thru all of this bull that we’ve had to go thru, we are the the last active covenant company on GRUS and it just doesnt feel worth it to play anymore. You need to find better ways to balance weapons instead of making the mechanics clunkier and unfun to use.

You didnt have to change the mechanics of the musket - All you had to do was lower the basic damage or scaling of damage it has, because now it’s going to be a dead weapon.

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They don’t need to change mechanics and animation windows at all. Just tune damage and defenses.

Non-fluid combat for competitive play won’t survive.

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lol… they fixed the exploit and you’re crying cos you can’t use the exploit anymore
hahahahaha

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So you’re mad because you cant dodge roll out of an intended animation? lmao! Find a new weapon and stop crying. You’ve been on the OP musket long enough.

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Has nothing to do with the intended reload animation, before you could chose to dodge or reload - now I’m forced to go thru half the reload animation before I can choose to dodge out of it. Very huge difference when it comes to gameplay.

“Find a new weapon” - Yeah, as the topic states, musket will die and be unused, is that how a game is supposed to work in your opinion?

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Instead of balancing weapon stats accordingly they make an ingame weapon extreme clunky to use and by taking away fluidity of gameplay, they make combat less fun.

That should not be how it’s done, but it is AGS and they do not listen to folks on PTR that much :wink:

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There are many things you can do that prevent you from dodging while you are committed to the first thing. I don’t really see a problem with you having to evaluate your situation more carefully so that you don’t get caught fumbling with your musket when someone is close enough to you to get up in your face. That seems entirely consistent with how a musket should work.

The musket is something that is, situationally, very powerful. You can get up onto terrain where it is very difficult to reach you, and/or be very far away, when you attack. I don’t think you will get much sympathy complaining that you are now at risk if you try to reload and it prevents you from dodging momentarily.

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Thought I’d see you here.

Agreed

dude, come on.

musket was competly broken and annoying before.

Yeah like I stated I could see how people feel the damage was too much in the hands of a good player. But does that mean you a) lower the damage or b) introduce laggy mechanics to kill the fluidity of the weapon?

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Lower the damage? I can’t say. But make it less fluid? Absolutely. It’s a 17th century muzzle loader. Prior to this patch, the musket had far too many advantages compared to its limitations.

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I’m with the author. As musket main from beginning, now gameplay is wery weird. It’s not fluent like it was. Dodging and zooming in is also somewhat clunky…

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I already gave them the same feedback during PTR (along with many others) but this change still made it to the live version. They should be balancing the weapon by reducing damage, not butchering the fluidity of the weapon. AGS said before that they will make the combat more responsive but they did the exact opposite. Please revert this change.

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I just tried my musket and I don’t get stuck in the reload animation. I can move and dodge freely while reloading. The reloading only gets delayed. It feels really smooth. Donno what I’m missing. Are you sure you don’t have some client bug or something?

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Can’t tell if youre joking or just have no experience with the musket.

Musket already had this weakness even before the changes, if someone came up to your face your shots would go right thru the player instead of hitting them, and the megalong reload animation if you were to spend your stamina unwisely (3x amount of time to reload) made it very unforgiving because you couldnt even weaponswap during this animation.

What we are adressing in this topic is the fluidity of the gameplay of musket, trying to do potshots or quickscopes is not responding the way its supposed to, you can feel the delay as if you were lagging or having 150+ ms connection to the server.

Getting stuck in the reload animation feels just as if you had 0 stamina and trying to reload, it just kills the fluid gameplay of the musket and after trying it out a bit more now it also won’t let you weaponswap now since you have to go thru half the animation of the reload before any action can be taken. All in all - it feels clunky, laggy, and its bullshit.

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Using the musket close range, which was my preferred use case, is completely ruined. land a trap and can’t pop off both shots, kiting now comes with much less pressure to the pursuer. I’ll try bow but will most likely go back to mage and weep

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Its an adjustment to learn how to walk without crutches. Its just learning how to balance. Like what your musket was just treated to. “Good player?” Muskets made GA apes look like Caesar.

I understand precisely what you are talking about. The fact that the musket would ‘go through someone if they were too close’ addresses how easy (or not) it should be to hit someone at very close range - but it doesn’t address the fact that you should also be quite vulnerable to direct attack yourself.

I don’t know if the issue you are describing is an intentional change or a bug; but either way, something DOES need to be done to address the balance issues surrounding muskets.

AGS makes a lot of balancing changes to the weapons. You should level multiple weapons and go with what you feel works best for you. This isn’t a classic “locked into one weapon” MMO.

If you look thru the PTR forum you’ll see every 2nd or 3rd post is about the musket feeling very very very clunky and unusable. I’m not alone on this, far from it.

Someone that adresses the same issue as me, anyone that has experience with musket can feel it very much and it’s very much not a balance issue more then introducing some shitty gameplay mechanic.

1 Like